Velocity Skinning for Real-time Stylized Skeletal Animation

Publikation: Bidrag til tidsskriftTidsskriftartikelForskningfagfællebedømt

Standard

Velocity Skinning for Real-time Stylized Skeletal Animation. / Rohmer, Damien; Tarini, Marco; Kalyanasundaram, Niranjan; Moshfeghifar, Faezeh; Cani, Marie Paule; Zordan, Victor.

I: Computer Graphics Forum, Bind 40, Nr. 2, 05.2021, s. 549-561.

Publikation: Bidrag til tidsskriftTidsskriftartikelForskningfagfællebedømt

Harvard

Rohmer, D, Tarini, M, Kalyanasundaram, N, Moshfeghifar, F, Cani, MP & Zordan, V 2021, 'Velocity Skinning for Real-time Stylized Skeletal Animation', Computer Graphics Forum, bind 40, nr. 2, s. 549-561. https://doi.org/10.1111/cgf.142654

APA

Rohmer, D., Tarini, M., Kalyanasundaram, N., Moshfeghifar, F., Cani, M. P., & Zordan, V. (2021). Velocity Skinning for Real-time Stylized Skeletal Animation. Computer Graphics Forum, 40(2), 549-561. https://doi.org/10.1111/cgf.142654

Vancouver

Rohmer D, Tarini M, Kalyanasundaram N, Moshfeghifar F, Cani MP, Zordan V. Velocity Skinning for Real-time Stylized Skeletal Animation. Computer Graphics Forum. 2021 maj;40(2):549-561. https://doi.org/10.1111/cgf.142654

Author

Rohmer, Damien ; Tarini, Marco ; Kalyanasundaram, Niranjan ; Moshfeghifar, Faezeh ; Cani, Marie Paule ; Zordan, Victor. / Velocity Skinning for Real-time Stylized Skeletal Animation. I: Computer Graphics Forum. 2021 ; Bind 40, Nr. 2. s. 549-561.

Bibtex

@article{8e3f2a72716440a0956ab3a7a2f14542,
title = "Velocity Skinning for Real-time Stylized Skeletal Animation",
abstract = "Secondary animation effects are essential for liveliness. We propose a simple, real-time solution for adding them on top of standard skinning, enabling artist-driven stylization of skeletal motion. Our method takes a standard skeleton animation as input, along with a skin mesh and rig weights. It then derives per-vertex deformations from the different linear and angular velocities along the skeletal hierarchy. We highlight two specific applications of this general framework, namely the cartoon-like “squashy” and “floppy” effects, achieved from specific combinations of velocity terms. As our results show, combining these effects enables to mimic, enhance and stylize physical-looking behaviours within a standard animation pipeline, for arbitrary skinned characters. Interactive on CPU, our method allows for GPU implementation, yielding real-time performances even on large meshes. Animator control is supported through a simple interface toolkit, enabling to refine the desired type and magnitude of deformation at relevant vertices by simply painting weights. The resulting rigged character automatically responds to new skeletal animation, without further input.",
author = "Damien Rohmer and Marco Tarini and Niranjan Kalyanasundaram and Faezeh Moshfeghifar and Cani, {Marie Paule} and Victor Zordan",
note = "Funding Information: This project has received funding from the European Union's Horizon 2020 research and innovation programme under the Marie Sklodowska‐Curie grant agreement No. 764644. Funding Information: We acknowledge and thank Paul Kry, Kenny Erleben, and all attendees of the 2020 McGill University Bellairs workshop, the origin of this work, for the fruitful discussions and input. We would also like to thank the artists, Rodney Florencio Da Costa, Kayla Rutherford, and Mohammad Saffar that offered their help and feedback in our usability study. This project has received funding from the European Union's Horizon 2020 research and innovation programme under the Marie Sklodowska-Curie grant agreement No. 764644. Publisher Copyright: {\textcopyright} 2021 The Author(s) Computer Graphics Forum {\textcopyright} 2021 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd.",
year = "2021",
month = may,
doi = "10.1111/cgf.142654",
language = "English",
volume = "40",
pages = "549--561",
journal = "Computer Graphics Forum (Print)",
issn = "0167-7055",
publisher = "Wiley-Blackwell",
number = "2",

}

RIS

TY - JOUR

T1 - Velocity Skinning for Real-time Stylized Skeletal Animation

AU - Rohmer, Damien

AU - Tarini, Marco

AU - Kalyanasundaram, Niranjan

AU - Moshfeghifar, Faezeh

AU - Cani, Marie Paule

AU - Zordan, Victor

N1 - Funding Information: This project has received funding from the European Union's Horizon 2020 research and innovation programme under the Marie Sklodowska‐Curie grant agreement No. 764644. Funding Information: We acknowledge and thank Paul Kry, Kenny Erleben, and all attendees of the 2020 McGill University Bellairs workshop, the origin of this work, for the fruitful discussions and input. We would also like to thank the artists, Rodney Florencio Da Costa, Kayla Rutherford, and Mohammad Saffar that offered their help and feedback in our usability study. This project has received funding from the European Union's Horizon 2020 research and innovation programme under the Marie Sklodowska-Curie grant agreement No. 764644. Publisher Copyright: © 2021 The Author(s) Computer Graphics Forum © 2021 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd.

PY - 2021/5

Y1 - 2021/5

N2 - Secondary animation effects are essential for liveliness. We propose a simple, real-time solution for adding them on top of standard skinning, enabling artist-driven stylization of skeletal motion. Our method takes a standard skeleton animation as input, along with a skin mesh and rig weights. It then derives per-vertex deformations from the different linear and angular velocities along the skeletal hierarchy. We highlight two specific applications of this general framework, namely the cartoon-like “squashy” and “floppy” effects, achieved from specific combinations of velocity terms. As our results show, combining these effects enables to mimic, enhance and stylize physical-looking behaviours within a standard animation pipeline, for arbitrary skinned characters. Interactive on CPU, our method allows for GPU implementation, yielding real-time performances even on large meshes. Animator control is supported through a simple interface toolkit, enabling to refine the desired type and magnitude of deformation at relevant vertices by simply painting weights. The resulting rigged character automatically responds to new skeletal animation, without further input.

AB - Secondary animation effects are essential for liveliness. We propose a simple, real-time solution for adding them on top of standard skinning, enabling artist-driven stylization of skeletal motion. Our method takes a standard skeleton animation as input, along with a skin mesh and rig weights. It then derives per-vertex deformations from the different linear and angular velocities along the skeletal hierarchy. We highlight two specific applications of this general framework, namely the cartoon-like “squashy” and “floppy” effects, achieved from specific combinations of velocity terms. As our results show, combining these effects enables to mimic, enhance and stylize physical-looking behaviours within a standard animation pipeline, for arbitrary skinned characters. Interactive on CPU, our method allows for GPU implementation, yielding real-time performances even on large meshes. Animator control is supported through a simple interface toolkit, enabling to refine the desired type and magnitude of deformation at relevant vertices by simply painting weights. The resulting rigged character automatically responds to new skeletal animation, without further input.

U2 - 10.1111/cgf.142654

DO - 10.1111/cgf.142654

M3 - Journal article

AN - SCOPUS:85107182086

VL - 40

SP - 549

EP - 561

JO - Computer Graphics Forum (Print)

JF - Computer Graphics Forum (Print)

SN - 0167-7055

IS - 2

ER -

ID: 306688765